#pragma header
#define VALUE 0.5
uniform float u_time;
varying vec2 textureCoords[4];
void main(void){
	#pragma body
	textureCoords[0] = vec2(VALUE, sin(u_time));
	textureCoords[1] = vec2(VALUE, sin(u_time));
	textureCoords[2] = vec2(VALUE, sin(u_time));
	textureCoords[3] = vec2(VALUE, sin(u_time));
}